From: Markus Stumptner
Subject: Errata for VG's Pacific War
Pacific War Errata
as of 86-04-01
8-L-5 Fortifications (Clarification)
When naval units engage fortifications in combat, it occurs
during the Naval Combat Cycle. The fortification is treated as
an unactivated naval unit, and range is bid by both sides as per
naval combat procedure. The only difference is that naval units
use their gunnery strength (not bombardment strength) but
calculate the effect on the Bombardment versus Installation line
of the Air/Naval CRT.
10-R-0 Strength and Damage (Clarification)
Hit distribution for combat against naval targets is determined
by the attacking player when he chooses the target for a naval
unit or by establishing target priorites for air strikes. During
combat against air targets the attacking player (the one rolling
the die for that particular combat resolution) in both flak and
air combat determines which target air units take the hits except
the first hit in escort versus CAP combat must be taken by the
air unit that conducts the combat procedure. Additional hits can
be distributed without restriction by the attacking player. In
ground combat the hits taken are based on the priorities in
32-R-4.
11-L-7 Airfield Interdiction (Clarification)
Although an interdicted airfield may not search, launch or alert
air units, CAP air units that are in the area when the airfield
is interdicted, may still land but may not subsequently alert
again, until the airfield is repaired.
23-R-0 Submarine Combat (Addition)
Deactivated Submarines are treated as naval targets and do not
participate in naval combat nor may they be the target of naval
bombardment. In the Anti-Submarine Combat procedure it is
implied that a submarine unit can take more than one hit from ASW
combat, which is incorrect. A submarine unit will never take
more than one hit from ASW combat although it may be attacked on
successive Battle Cycles, which will ultimately achieve the same
effect.
28-R-6 Air Unit Reorganization (Clarification)
During play the players may not create new air units outside of
the air replacement step procedure, 49-R-9, for any reason.
During air reorganization the total number of air units will
remain constant or decrease but the steps may be freely
redistributed within the normal rules limitations. Steps may not
be redistributed at any other time such as when alerting air
units. The launch capacity of an airfield is the maximum number
of air steps that may alert but steps may not be redistributed
in order to launch the full amount. Air units on CAP landing on
aircraft carriers may reorganize prior to landing.
32-L-7 Pursuit (Correction)
Whenever one side retreats (whether by choice or force), the
other side can attempt to pursue. If the non-retreating unit
chooses not to pursue the retreating unit, the non retreating
unit loses a number of steps equal to half (round up) the number
of steps called for by the CRT. If the retreating unit is
pursued, the pursuing unit makes a Troop Quality Check, If the
unit fails the Check, it loses the full number of steps called
for by the CRT, remains in the hex, and Deactivates. If...
32-R-2 Troop Quality (Correction)
When it states, "When the Ground Combat Results Table calls for
a Troop Quality Check..." should read, "When the Air/Naval Combat
Results Table calls for a Troop Quality Check..."
34-R-7 Headquarters (Clarification)
Headquarters are voluntarily disbanded during the Command Phase.
It can be removed from the box and placed on the month track one
month later as a reinforcement, at a cost of 10 command points
during the Command Point Phase, and is returned to play during
the Reinforcement Phase as a reinforcement.
45-R-8 (Add to Blocked Command Links)
A Command Link can be traced into but not through a hex that
contains an enemy ground unit.
49-L-3 Amphibious Transport Replacement (Correction)
Amphibious Transport units purchase and receive replacment steps
during the Naval Repair phase not the Replacement Phase as
stated.
Japanese Display Sheet/Japanese Command Point Table
The heading should read: Lower Resource Level. The procedure for
Determining Japanese Command Points in the rules (45-L-0) is
correct.
Operation Display/Naval Movement Track
The Naval Movement Track has 22 spaces on it, this does not imply
any limit to naval movement during a Contact Phase. When the
marker is moved to what would be the 23 space, place the marker
in the 2 space (skip the 0 and 1 space) and continue.
Scenario booklet.
Whenever a scenario calls for the entry of set up of a naval unit
with a pennant number, type and class identical to one already
in play, replace it with another naval unit of the same type and
class but with a different pennant number.
At the beginning of a scenario the air units that have multiple
set up locations may be split up into smaller air units, as long
the total number of air steps deployed are equal to the amount
stated in the scenario instructions.
Whenever a set up calls for a Large airfield to be placed in Hex
2432 (Truk), replace it with a Small airfield. Atolls may not
have Large airfields.
In Campaign Scenario 2 place the Japanese South Headquarters in
Hex 4322 (Pescadores).
Campaign Scenarios 4 and 6 ignore Special Rule #2 and the
Japanese Nov 1942 reinforcement for CL9 Sendai. The Japanese air
unit that starts in Hex 2432 (Truk) is a (6)1E-L1, not a
(3)-1E-L1.
In Campaign Scenario 3, the US air units in the initial set up
are incorrect as listed but are (6)1E-L0, (6)1E-L0, (3)1E-L0,
(2)4E-L0.
In Campaign Scenario 3 and both Strategic Scenarios, Hex 4419
(Hong Kong) and Hex 4510 (Bangkok) have Ports, in addition to
what is listed in the set up.
In Campaign Scenario 6, the initial Command Points for August
1942 are Japanese (20) and Allies (34), not as stated. Also,
make the following OB changes which are based on post publication
research: In the initial set up in Hex 1427 (Buna) delete the
52 Division and replace it with the 41st and 144th Infantry
regiments; also, in Hex 1626 (Lae) add 1 x Marine Battalion, 1
x Infantry Battalion, and 1 x Engineer Regiment to the already
present units. Additionally, the (3)1E-L1 air unit that sets up
in Hex 2432 (Truk) should be a (6)1E-L1. In the Japanese
Reinforcement Schedule, delete the September 1942 reference to
the 144th Infantry Regiment and add the 17th Division in August,
1943.
In both Strategic Scenarios, when it states in Special Rule #1
that the "... Japanese player can spend whatever Command Points
he wishes", it is only of those Command Points available for the
December 1941 game turn, not an unlimited amount. Special Rule
#3, the no-CAP restriction, also means no alert of air units.
Special Rule #5 applies to the Japanese Carrier Strike Force, the
KRS and STO submarines (they should all have a * designator).
Special Rule #6 prohibits the activation of any air, ground, or
naval units prior to the Activation/Deactivation Phase of the
first Battle Cycle of the game in the target port hex only.
In both Strategic Scenarios in the Control Marker Set-Up the last
line of the section should be "....controls 10 Co-Prosperity
Sphere Resource Points", not "Hexes".
In both Strategic Scenarios, the following British air units in
the following locations are changed as follows: Place in any
British-controlled airfield a 2E-L1, not a 2E-L0. Place in any
Indian city (not airfield) a 2E-L1, not 2E-L0, and the Jan '42
Reinforcement of the CV1 Indomitable and CV3 Formidable each
start with a (3)1E-CV-L1, not a (3)1E-CV-L0.
In both Strategic Scenarios, Hex 4927 (Tsingtao), delete the
reference for the Japanese set up for 3 x Offensive Support
Bases.